////////////////////////////////////////////////////////////////////////////////
//                                                                            //
//                           BailterRay                                       //
//                    Pip Robbins & Zhao Zhang                                //
//                                                                            //
////////////////////////////////////////////////////////////////////////////////
class BailterRayCollectableItem extends BailterRayPickupFactory
                placeable;

var() float Value;

simulated static function UpdateHUD(UTHUD H)
{
}

function SpawnCopyFor( Pawn Recipient )
{
	if ( UTPawn(Recipient) == None )
		return;

	Recipient.MakeNoise(0.2);
	AddScore(UTPawn(Recipient));
	super.SpawnCopyFor(Recipient);

}

simulated function Respawn(Pawn P)
{
 //don't respawn
}

function AddScore(UTPawn P)
{
    P.Controller.PlayerReplicationInfo.Score += Value;
    BailterRayPlayerController(P.Controller).CurrentSamples ++;
}

defaultproperties
{
    Value=50
    PickupSound=SoundCue'BailterRaySoundPackages.PICKUPS.Pickup_SoundCue'
    Begin Object class=StaticMeshComponent Name=CollectablePickUpComp
      StaticMesh=StaticMesh'PICKUPS.Armor_Helmet.mesh.S_UN_Pickups_Helmet'
      Scale3D=(X=4.000000,Y=4.000000,Z=4.000000)
   End Object
   PickupMesh=CollectablePickUpComp
   Components(6)=CollectablePickUpComp
   ParticleEffectsGlow=ParticleSystem'BailterRayAssetPackageLevel1.Powerups.Collectables_Spawn_Effect'

}